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Books > Social sciences > Education > Educational resources & technology
This book offers a platform for engineering educators who are interested in implementing a "creative ways of knowing" approach to presenting engineering concepts. The case studies in this book reveal how students learn through creative engagement that includes not only design and build activities, but also creative presentations of learning, such as composing songs, writing poems and short stories, painting and drawing, as well as designing animations and comics. Any engineering educator will find common ground with the authors, who are all experienced engineering and liberal arts professors, who have taken the step to include creative activities and outlets for students learning engineering.
This book presents an overview of education technology and its use in schools, with a primary emphasis on best practices of technology enhanced learning; how new technologies such as mobile, augmented and wearable technologies affect instructional design strategies; and the content curriculum development process. Providing insights into the future of education and the upcoming pedagogies that will be applied in schools, it helps educators and other stakeholders make innovations for the new generations of learners in the 21st century. The use of emerging technologies such as mobile and ubiquitous technologies, context-aware technology, augment-reality, and virtual reality is contributing to making education adaptive and smarter. With the ever-changing technologies, how to equip teachers with these digital skills and transform their teaching style is also important to ensure that school education is more individualised and customised for students. Offering a global perspective with integrated practical cases, this timely book is of interest to educators, teachers, and education policymakers. And although most of the authors are from the academia, it provides non-experts with a novel view of what future schools will be like with the help of technology.
This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.
For the education system to remain responsive to the needs and demands of its multiple stakeholders it must embrace the innovation and research produced by contemporary technology. This book traverses a wide range of conceptual, disciplinary, methodological, national and sectoral boundaries to explore the challenge presented.
The role of technology in educational settings has become increasingly prominent in recent years. When utilized effectively, these tools provide a higher quality of learning for students. Optimizing STEM Education With Advanced ICTs and Simulations is an innovative reference source for the latest scholarly research on the integration of digital tools for enhanced STEM-based learning environments. Highlighting a range of pivotal topics such as mobile games, virtual labs, and participatory simulations, this publication is ideally designed for educators, professionals, academics, and students seeking material on emerging educational technologies.
Danilov . . . is a preeminent authority on museums. According to Danilov, visits to science-related museums constitute 38 to 45 percent of all visits to museums in the U.S. . . . At the beginning of each section there is an introduction describing the history of that particular type of museum. Museum entries vary from about one-half page to two pages in length. A typical entry provides a history of the museum and description of the collection. . . . America's Science Museums is a well-designed book that can be recommended to all public and academic libraries. "Reference Books Bulletin" Science museums, although they comprise less than 20 percent of the nearly 7,000 cultural institutions known as museums in the United States, have become America's most popular type of museum. From New Bedford to Waikiki, America's Science Museums assesses the nations scientific and technological museums and related institutions, examining their histories, operations, and offerings. This reference volume looks at the many different types of such institutions, including some that are not called museums but that are museum-like in their operations such as aquariums, botanical gardens, arboretums, planetariums, and zoos. In addition, some related facilities, such as marinelife and wildlife parks, and research sites with visitor centers, such as observatories and NASA space centers, are included. Most of the museums described in the twelve sections of this unique, comprehensive guide were selected because of their stature in the field, while others were included because of their age, specialty, or novelty. Overall, the museums detailed here represent a cross-section of the rapidly expanding science museum field, and they illustrate why science museums have become so popular and instrumental in furthering science literacy across the U.S. The book's twelve sections focus on aquariums, marine museums, and marine-life parks; aviation and space museums; botanical gardens, conservatories, and arboretums; industrial history museums; maritime and naval museums; medical and health museums; natural history museums; planetariums and observatories; science and technology centers; transport, automobile, and railway museums; zoos and wildlife parks; and other science/technology museums. Thorough descriptions of the 480 museums and related institutions provide comparative information on the nature, development, facilities, collections and offerings of each. An ideal reference for college courses dealing with the history, philosophy, collections, exhibits, operations, and management of museums and for other researchers seeking background information and insight into the special merits of the leading institutions in the fields of science and technology.
A volume in Research in Science Education Series Editors Dennis W. Sunal, University of Alabama and Emmett L. Wright, Kansas State University The Impact of the Laboratory and Technology on K-12 Science Learning and Teaching examines the development, use, and influence of active laboratory experiences and the integration of technology in science teaching. This examination involves the viewpoints of policymakers, researchers, and teachers that are expressed through research involving original documents, interviews, analysis and synthesis of the literature, case studies, narrative studies, observations of teachers and students, and assessment of student learning outcomes. Volume 3 of the series, Research in Science Education, addresses the needs of various constituencies including teachers, administrators, higher education science and science education faculty, policymakers, governmental and professional agencies, and the business community. The guiding theme of this volume is the role of practical laboratory work and the use of technology in science learning and teaching, K- 16. The volume investigates issues and concerns related to this theme through various perspectives addressing design, research, professional practice, and evaluation. Beginning with definitions, the historical evolution and policy guiding these learning experiences are explored from several viewpoints. Effective design and implementation of laboratory work and technology experiences is examined for elementary and high school classrooms as well as for undergraduate science laboratories, informal settings, and science education courses and programs. In general, recent research provides evidence that students do benefit from inquirybased laboratory and technology experiences that are integrated with classroom science curricula. The impact and status of laboratory and technology experiences is addressed by exploring specific strategies in a variety of scientific fields and courses. The chapters outline and describe in detail researchbased best practices for a variety of settings.
Student assessment in online learning is submitted remotely without any face-to-face interaction, and therefore, student authentication is widely seen as one of the major challenges in online examination. Authentication is the process of determining whether someone or something is, in fact, who or what it is declared to be. As the dependence upon computers and computer networks grows, especially within education, the need for authentication has increased. Biometric Authentication in Online Learning Environments provides innovative insights into biometrics as a strategy to mitigate risk and provide authentication, while introducing a framework that provides security to improve e-learning and on-line examination by utilizing biometric-based authentication techniques. This book examines e-learning, security, threats in online exams, security considerations, and biometric technologies, and is designed for IT professionals, higher education administrators, professors, researchers, business professionals, academicians, and libraries seeking topics centered on biometrics as an authentication strategy within educational environments.
The emerging field of advanced distance education delivers academic courses across time and distance, allowing educators and students to participate in a convenient learning method. Methods and Applications for Advancing Distance Education Technologies: International Issues and Solutions demonstrates communication technologies, intelligent technologies, and quality educational pedagogy as the most essential requirements for advancing distance education for both teaching and learning. A significant research collection for the advancement of distance learning initiatives, this Premier Reference Source assists academicians, practitioners, and researchers in finding answers to important issues needing addressed for a successful distance education.
Instructional Design in the Real World: A View from the Trenches offers guidance on how the traditional instructional design system has been used and how it must be changed to work within other systems. The environments and systems that affect the ADDIE (Analysis, Design, Development, Implementation, Evaluation) process and to which it must be adapted include corporations, industry, consulting organizations, health care facilities, church and charitable groups, the military, the government, educational institutions, and others. Its application must be filtered and altered by the environments and the systems where the learning or training takes place. Every chapter includes a case study showing how the application of ID strategies, learning theories, systems theory, management theories and practices and communication tools and practices are adapted and applied in various environments. The chapters also contain lessons learned, tool tips, and suggestions for the future.
Universities are increasingly being asked to play a greater role in their communities. With the growth of the technology industry and the increasing importance of the Internet in education and everyday life, academic IT departments are beginning to form partnerships with both non-profit and for-profit organizations in the local community. These partnerships can relate to the whole curriculum, to specific classes, to students internships, to theoretical research, and to industrial research, and there are many other possibilities for IT/Community partnerships. Managing IT/Community Partnerships in the 21st Century explores the various possibilities for partnerships between academic IT departments and community-based organizations.
The adoption of ICT for personal and business use has encouraged the growth of interactive learning as well as its application in a number of education and training scenarios. Designing effective syllabi for interactive learning projects helps to ensure that desired leaning outcomes are achieved without incurring a significant loss of time or money. Educational Stages and Interactive Learning: From Kindergarten to Workplace Training provides a record of current research and practical applications in interactive learning. This book reviews all aspects of interactive learning, investigates the history, status, and future trends of interactive learning, introduces emerging technologies for interactive learning, and analyzes interactive learning cases in various educational stages and learning situations. Readers interested in the technologies and pedagogical applications of interactive learning will find this book a comprehensive reference for the understanding of notions, theories, techniques, and methods related to the research and development of interactive learning.
Changing student profiles and the increasing availability of mainstream and specialized learning technologies are stretching the traditional face-to-face models of teaching and learning in higher education. Institutions, too, are facing far-reaching systemic changes which are placing strains on existing resources and physical infrastructure and calling into question traditional ways of teaching through lectures and tutorials.And, with an ever-increasing scrutiny on teaching and teachers' accountability for positive educational outcomes, the call for closer attention to learning, teaching and, most especially, to the design and delivery of the curriculum is given increasing relevance and importance. Research provides strong evidence of the potential for technologies to facilitate not only cognition and learning but also to become integral components in the redesign of current curriculum models.Some Universities and individual academics have moved along this pathway, developing new and innovative curriculum, blending pedagogies and technologies to suit their circumstances. Yet, there are others, unsure of the possibilities, the opportunities and constraints in these changing times."Curriculum Models for the 21st Century" gives insights into how teaching and learning can be done differently. The focus is on a whole of curriculum approach, looking at theoretical models and examples of practice which capitalize on the potential of technologies to deliver variations and alternatives to the more traditional lecture-based model of University teaching. "
th It is fitting that there was a World Computer Congress in the 50 anniversary year of IFIP. Within the Learn IT Stream of WCC2010, the conference, Key Competencies in the Knowledge Society (KCKS), brought together some 43 papers from around the world covering many areas of ICT and its role in education. Of the papers presented here, three were selected as key theme papers for the KCKS conference. These papers' by Adams and Tatnall, Tarrago and Wilson, Diethelm and Dorge, are included in these proceedings. We congratulate these authors for the quality of their work that led to selection. The range of issues covered within this volume is too broad to set out here but c- ers, amongst other things, e-examination, Twitter, teacher education, school-based learning, methodological frameworks and human development theories. It has been an exciting and rewarding task to put these papers together. They rep- sent a coming together of great minds and cutting-edge research. We thank our contributors and our reviewers for producing such an impressive body of work."
The purpose of the volume is to explore the theory, development and use of visual displays and graphic organizers to improve instruction, learning and research. We anticipate five sections that address (1) frameworks for understanding different types of displays, (2) research-tested guidelines for constructing displays, (3) empirically-based instructional applications, (4) using displays to promote research and theory development, and (5) using displays to report test and research data to improve consumer understanding. Authors represent a variety of perspectives and areas of expertise, including instructional psychology, information technology, and research methodologies. The volume is divided into four sections. Section 1 provides a conceptual overview of previous research, as well as the contents of the current volume. Section 2 includes theoretical perspectives on the design and instructional uses of visual displays from major theorists in the field. These chapters discuss ways that visual displays enhance general cognition and information processing. Section 3 provides eight chapters that address the use of visual displays to enhance student learning. These chapters provide examples of how to organize content and use visual displays in a variety of ways in the real and virtual classroom. Section 4 includes three chapters that discuss ways that visual displays may enhance the research process, but especially improved data display.
This research monograph explores the rapidly expanding field of networked music making and the ways in which musicians of different cultures improvise together online. It draws on extensive research to uncover the creative and cognitive approaches that geographically dispersed musicians develop to interact in displaced tele-improvisatory collaboration. It presents a multimodal analysis of three tele-improvisatory performances that examine how cross-cultural musician's express and perceive intentionality in these interactions, as well as their experiences of distributed agency and tele-presence. Tele-Improvisation: Intercultural Interaction in the Online Global Music Jam Session will provide essential reading for musician's, postgraduate students, researchers and educators, working in the areas of telematic performance, musicology, music cognition, intercultural communication, distance collaboration and learning, digital humanities, Computer Supported Cooperative Work and HCI.
I first used the Internet in fall 1993, as a Fulbright Scholar at Charles University in Prague. I immediately recognized that the Internet would radically transform second language teaching and learning, and within a year had written my first book on the topic, E-Mail for English Teaching. The book galvanized a wave of growing interest in the relationship of the Internet to language learning, and was soon followed by many more books on the topic by applied linguists or educators. This volume, though, represents one of the first that specifically analyzes the relationship of new technologies to the teaching of languages for specific purposes (LSP), and, in doing so, makes an important contribution. The overall impact of information and communication technology (ICT) on second language learning can be summarized in two ways, both of which have special significance for teaching LSP. First, ICT has transformed the context of language learning. The stunning growth of the Internet-resulting in 24 trillion email messages sent in 2005, and more than 600 billion Web pages and 50 million blogs online in the same year-has helped make possible the development of English as the world's first global language.
In a professional world that has a tradition of the "good old boy" network, women long have fought for recognition in the educational technology field. In this book authors discuss the women in their own lives who have made the difference for them in their professional development. A group of 31 individuals from the USA, Canada, Northern Cyprus, the UK, and South Korea were asked to be part of this endeavor. The breadth of the list was intended to bring together as many perspectives as possible. Some stories included in this book are deeply private, others offer historical perspectives of women's roles in educational technology, while others focus on mentoring. This book is intended as a resource for all individuals in the field of educational technology, instructional design, and learning design at a national and international level.
"Providing an overview and Marxist assessment of Tony Blair and New Labour's UK education policies, structures, and processes, the contributors in this exciting new collection discuss specific aspects of education policy and practices. This examination is set against the changing political and economic contexts of the British state's responses to global and neo-liberal pressures. Central themes include: New Labour and the education market state; New Labour, education, and ideology; and totality and open Marxism. Green's work marks a timely contribution to Marxist analysis and Left critical assessment and is the first such collection addressing New Labour education policy"--
International Federation for Information Processing The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of referred international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing. For more information about the 300 other books in the IFIP series, please visit springeronline.com. For more information about IFIP, please visit
www.ifip.or.at.
After centuries of rethinking education and learning, the current theory is based on technology s approach to and affect on the planned interaction between knowledge trainers and trainees. Online Tutor 2.0: Methodologies and Case Studies for Successful Learning demonstrates, through the exposure of successful cases in online education and training, the necessity of the human factor, particularly in teaching/tutoring roles, for ensuring the development of quality and excellent learning activities. The didactic patterns derived from these experiences and methodologies will provide a basis for a more powerful and efficient new generation of technology-based learning solutions for high school teachers, university professors, researchers, and students at all levels of education."
Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students. The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.
Mobile Learning is a new trend in pedagogical communities. It matches the speed of fast moving methodologies in pedagogical world. The theories of activity-based learning, problem-based learning, work-based learning, and opinion-based learning, learner-centered learning, and so forth, can be integrated with these tiny handheld devices. Students and teachers communicate effectively and efficiently with these simple clicks to obtain the formative/informative and summative feedbacks. The learning outcomes for both ability and knowledge can be smartly measured and observed through the latest ICT technologies. Learning with Mobile Technologies, Handheld Devices and Smart Phones: Innovative Methods presents a collection of innovative research which focuses on learning in the digital world with advanced mobile technologies. This reference will aim to bring researchers, professors, and lectures and industrial training associations together to introduce a new era of teaching and learning societies.
The proper exploitation of Web-based technologies towards building responsive environments is highly critical. Novel Developments in Web-Based Learning Technologies: Tools for Modern Teaching addresses diverse conceptual, social, and technical issues in the modern era's broad learning and teaching concepts. This significant reference provides professionals, researchers, and practitioners with up-to-date research in developing innovative and more effective learning systems by using Web-based technologies. |
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